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MULTIMEDIA-BASED LEARNING
MEDIA BY A SCIENTIFIC APPROACH IN CLASS V OF ELEMENTARY
SCHOOL
Abstract
I. INTRODUCTION
Learning media is the right solution to be used to realize learning that is fun for
students, because media can generate learning motivation for students. Besides
generating motivation and interest in students, learning media can also help students
improve understanding and make presentation of data become interesting [1]. Thus,
there will be educational interaction between the teacher and students, so that there is
a change in students in terms of understanding and skills or attitudes. Learning media
is a means or tool of education that can be used as an intermediary in the learning
process to enhance effectiveness and efficiency in order to pursue the teaching
objectives [2]. Learning media also functions: a) as a tool in the learning process, b)
as a component of the learning sub-system, c) as a guide to the message or material
to be delivered and competencies that will be developed for students to have, d) as a
game that evokes enthusiasm and motivation of students, e) improves learning
outcomes and processes, f) reduces the occurrence of verbalism, g) overcoming the
limitations of space, time, energy, and sensory power to facilitate students'
understanding of competencies that must be mastered of the material that must be
learned, which in turn is expected to improve learning outcomes [3].
In choosing and developing the learning media there are several criteria that must
be considered that aim so that the media used or developed can be appropriate and in
accordance with the objectives to be achieved. Criteria for selection of media are as
follows: a) Suitability with objectives. b) Compliance with learning material. c)
Conformity with learning characteristics or students. d) Conformity with the theory.
e) Suitability with student learning styles. f) Conformity with environmental
conditions, supporting facilities, and time [4].
Programs for creating creative and innovative computer-based learning media are
now widely available. One media creation program is Macromedia Flash.
Macromedia Flash is a computer program or software that has superior capabilities in
displaying multimedia, a combination of graphics, text, animation, sound and video
[5]. Macromedia Flash is a web animation graphics program produced by
Macromedia corp, which is a software vendor engaged in web animation [6].
The use of learning media using computer technology should be an alternative for
teachers to facilitate students in understanding the material and is expected to change
the learning conditions from teacher-centered to student-centered [7].
The process of learning activities in the Curriculum of 2013 is required to use a
scientific approach, where by using this approach students are expected to be able to
recognize and understand various materials provided by the teacher through a
scientific approach process which includes: observing, asking, reasoning, trying, and
forming networks for all subjects [8]. Learning with a scientific approach is a
learning process that is designed in such a way that students actively construct
concepts through stages of observing, formulating problems, formulating hypotheses,
collecting data by various techniques, analyzing data, drawing conclusions and
communicating concepts found [9]. The scientific approach is intended to provide
understanding to students so that they can recognize and understand various materials
using a scientific approach, and also that information can come from anywhere, at
any time, does not depend on unidirectional information from the teacher [10].
The ability of educators in developing learning media is one of the determining
factors for students' success in achieving the expected competencies. With the use of
media in the learning process can generate new desires and interests, generate
motivation and stimulation of learning activities and even bring psychological
influence on students [11]. In other words, the use of media in learning will greatly
help the effectiveness of the learning process and the delivery of messages and the
contents of the lesson.
II. METHOD
Hasil Rata-
Hasil
Validator Validasi Rata Kriteria
Validasi I
II Total
Ahli Desain 86%
Media 55% Sangat
92% Valid
Ahli Media 60% 89%
Ahli Materi 60% 90%
For more details, validation results can be seen in the following diagram:
100%
80%
60%
40% Validasi I
20% Validasi II
0%
Ahli Ahli Ahli
Desain Media Materi
student response analysis in diagram 4.8 it appears that the percentage of assessment
given to the average of all students is 83%. Of the total 33 students, there were 7 or
21% who stated that the media had not been practical and as many as 26 or 79% said
the media was practical.
Analysis of data on the effectiveness of learning media used in students in the
post-test of trial I is presented in table 2 below.
1 3,85 – 4,00 A 0
2 3,51 – 3,84 A- 5
88% Tuntas
3 3,18 – 3,50 B+ 16
4 2,85 – 3,17 B 8
5 2,51 – 2,84 B- 4
6 2,18 – 2,50 C+ 0
7 1,85 – 2,17 C 0
12% Belum Tuntas
8 1,51 – 1,84 C- 0
9 1,18 – 1,50 D+ 0
10 1,00 – 1,17 D 0
Jumlah 33
Based on the results of the data analysis in Table 2, it can be seen that from the
learning outcomes of the 33 students in the first trial, 29 or 88% were declared
completed, while 4 students or 12% were stated not completed. For more details, see
diagram 2 below.
Diagram Ketuntasan Hasil Belajar Siswa
30
25
20
15
10
5
0
Tuntas Tidak Tuntas
1 3,85 – 4,00 A 1
2 3,51 – 3,84 A- 4
91% Tuntas
3 3,18 – 3,50 B+ 25
4 2,85 – 3,17 B 0
5 2,51 – 2,84 B- 3
6 2,18 – 2,50 C+ 0
7 1,85 – 2,17 C 0
9% Belum Tuntas
8 1,51 – 1,84 C- 0
9 1,18 – 1,50 D+ 0
10 1,00 – 1,17 D 0
Jumlah 33
Based on the results of data analysis in table 4.20 it is obtained data on learning
outcomes of 33 students in trial II as many as 30 students or 91% are completed,
while 3 students or 9% are not completed. For more details, see diagram 3 below.
Diagram Ketuntasan Hasil Belajar Siswa
30
25
20
15
10
5
0
Tuntas Tidak
Tuntas
IV. DISCUSSION
A. Feasibility of Learning Media
The feasibility of interactive multimedia-based thematic learning media refers to
product quality. A product is said to be feasible to use if the product has three
product quality criteria, namely validity, practicality and effectiveness [11].
IV. CONCLUSION
Based on the results of the study, it can be concluded that the interactive
multimedia-based learning media developed have met three criteria, namely valid,
practical, and effective. Criteria of validity are seen from the assessment given by the
expert team as validator in validating learning media. Practical criteria are seen from
the results of the percentage analysis of student responses and teacher responses that
have met practical criteria because of the percentage of all aspects of assessment for
student responses and teacher responses. Effective criteria can be seen from the
results of the posttest of students from which it was found that the percentage of
classical completeness (PCC) of students is 87%, therefore it can be concluded that
students of class V-A have completed their studies because their PCC ≥ 85%.
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